An important point to remember (and we forgot early on!) is that all shooting, whether on target or not, gives suppression points to the intended target which is in turn absorbed by the squad and at a critical point (depending on class) those accumulated suppression points trigger a test (call it morale if you like) which can result in the squad actually becoming Suppressed (reduces movement & firing) and from then on declining in motivation unless gee’d up by a leader (a reason to stay cohesive). You know what, this works pretty darn well, we made hard work of it by double checking the rule book to make sure we were doing it right (obviously a quick ref would have ….!) but that will soon fade. Once the operators had the guards in sight the two guys with suppressed weapons (this was a “lets give it a go” decision) took out the guards, both passed the targeting role – basically the shooter rolls his stat plus a D6 against the targets defence stat plus a D6 (there are some basic modifiers) and if he beats it he hits, if not the target knows he’s being shot at! Once hit the shooter rolls for whether he kills – rolls against the Lethality (how good the weapon is) and if he beats it he gets a kill, if not there is a wound chart. The Cohesion is about how close to another squad member you need to be (so Militia 2″, Professionals 3″) to benefit from command actions and the rules state squads should adhere to this but as we played on there didn’t seem to be any real disadvantage to being non cohesive especially for the insurgents who were scattered about anyway and were just running to the sound of gunfire and getting stuck in as and when – this is the trigger point for furious e mails saying “for god’s sake, are you stupid? it clearly states on page ….”Īnyway…. The command test requires the section leader to be Cohesive with his group for them to understand and you dice against his stat, the better you are the more chance of passing. The first few moves were pretty uneventful as the operators used the cover of the buildings to get closer and the insurgents did nothing because there was nothing to do, in fact who won the Initiative was a bit redundant really, the only things of note from a rules point of view were that the operators took a Command action test to split the team into two teams of three which they failed the first time (lol) so we assumed they just kept on moving as one group and the guard on the roof took an action to go on Overwatch for part of the street in his field of view which didn’t require a test. At the edge of town we positioned six operators tasked with extracting Masry and exiting the board in their station wagon, the operators were classed as Professional, had Radio Comms and two guys were classed as having suppressed weapons. All the insurgents were classed as Militia according to the rules, armed with a random assortment of weapons – basically we diced to pull them in no specific order from the KR Multicase tray we keep them in and added a technical with a. We set up a 4 x 4 vaguely middle eastern town where a local leader, Amir El Masry, is holed up in his compound with about a dozen adherents scattered around three locations including the compound. One gripe before we go on though, why publish a set of rules and not have a quick reference sheet ready to go with it? Annoying, as is the whole download the pdf thing gripe over. Why buy an update of a set of rules you haven’t really played that much? Well it was the Spectre guys who got us into considering modern skirmish, their stuff is cool and despite our learning curve problems we knew there was a good game in the rules, we just weren’t getting it. A game report isn’t something we originally planned to do with the blog but having jumped in with a purchase of Spectre Operations new rules, despite having had very little game play out of the original set, we thought we’d share the game and offer our opinion and invite comments.
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